Homebrew Tim'Brr Species Details

Sometimes called beaverfolk, the tim'brr are an industrious people. Often found in those places where the water meets the woods' edge, this people often creates vast, artificial lakes in which to build their half-flooded homes.

Now, you might be asking yourself, "But when, how does the beaver, and why does it beave?" Here, we will dive into the true facts regarding the tim'brr and their somewhat insular, flooded communities.

Semiaquatic Vegetarians


Tim'Brr live in a state of semi-harmony with nature. While they do cause massive floods and cut down swaths of forest, their freshwater homes give a stable water supply for the creatures around them, and they are always cautious to replant what they cut down.

The tim'brr, much like their lesser kin, are small enough to be predated upon. So, their solution was and continues to be to create this stable, underwater environment. This allows them to raise young and build their society in relative safety.

Kin of Beavers


The tim'brr have webbed feet and large, flat, flexible tails that make walking a touch awkward, but allow for nearly unparalleled agility in the water. They have clear membranes they can use to cover their eyes, and their noses seal shut under-water. Since they can't breathe underwater, they unable to dive especially deeply. That said, they can outspeed tritons, sea elves, and locathah in the water, a fact that provokes a certain rivalry among them.

While it's unclear if tim'brr simply naturally developed or are the result of a group of awakened beavers procreating, they do not have many morphological differences from normal beavers. They maintain the same stout build, averaging three feet if they stand all the way up, though tim'brr tend to have a slouched posture. They even still eat wood, although they are known to prepare it in novel ways.

Tree Farmers


As one might expect, due to it being both a source of food and construction materials, tim'brr often cultivate massive tree farms and even mangrove swamps. Being a smaller race that has been known to be eaten by wolves, bears, and even large owls, these farms, when terrestrial, are often made in tight, concentric circles around their lake-bound communities.

This farming provides the added benefit of providing their communities with an easy means of fortifying the town in a short time. They can simply use a ring of trees as vertical braces for a quickly assembled wall. They prefer to fortify the outermost ring of their tree farms, if possible, to ensure ample access to the trees that provide the wood that they eat.

Where they lack a more appealing culinary tradition, many intelligent races consult tim'brr communities on wood construction and development of floodplains. After all, their expert-ise in these areas may very well be instinctual. Even many elves admit that the craftsmanship of tim'brr woodworking is second to none.

Calm in the Water


Tim'Brr, as a society, are generally peaceful and avoid combat whenever possible — their semi-aquatic nature allows them to flee to either land or water depending on the threat. That said, they are not cowardly. If called to, they make expertly crafted bows and arrows, ballistae, and they carry stout clubs and staves into battle.

Generally, tim'brr attempt to keep enemies at range, prefer-ring custom made bows and crossbows. When combat gets to melee range, their iron-enriched teeth and masterwork clubs and staves enable them to engage enemies with ease.

Due to their anatomy and biological predispositions, many adventuring tim'brr favor the druid or ranger classes, with some becoming clerics to better enhance their communities. This is not an absolute - their are plenty of tim'brr adventurers that are greatclub-wielding barbarians or construction-oriented artificers. If you spot a "steel defender" that is made of wood, you can bet it's being animated by a tim'brr. Tim'Brr artificers are also credited with the invention of chainsaws.

Tim'Brr Names


With their strong sense of community and deeply loving families, tim'brr often take names with some nostalgia for whichever laketown they grew up in. Like many intelligent races, they have both surnames and individual names, although there aren't clear gender lines within those names.
Tim'Brr Names: Tatonga, Satanta, Melkedoodum, Bemidii, Chochokpi, Chochokpi, Hemenee, Macawi, Onatah, Yutu.
Tim'Brr Surnames: Angwusnasomtaqa, Anpaytoo, Kosa, Mantotohpa, Atagulkalu, Cha'Akmongwi, Vokivocummast.

Creating Your Character

At 1st level, you choose whether your character is a member of the human race or of a fantastical race. If you select a fantastical race, follow these additional rules during character creation.

Ability Score Increases

When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy. The “Quick Build” section for your character’s class offers suggestions on which scores to increase. You can follow those suggestions or ignore them, but you can’t raise any of your scores above 20.

Languages

Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player’s Handbook offers a list of languages to choose from. The DM is free to modify that list for a campaign.

Creature Type

Every creature in D&D, including each player character, has a special tag in the rules that identifies the type of creature they are. Most player characters are of the Humanoid type. A race tells you what your character’s creature type is.

Here’s a list of the game’s creature types in alphabetical order: Aberration, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend, Giant, Humanoid, Monstrosity, Ooze, Plant, Undead. These types don’t have rules themselves, but some rules in the game affect creatures of certain types in different ways. For example, the cure wounds spell doesn’t work on a Construct or an Undead.

Life Span

The typical life span of a player character in the D&D multiverse is about a century, assuming the character doesn’t meet a violent end on an adventure. Members of some races, such as dwarves and elves, can live for centuries. If typical members of a race can live longer than a century, that fact is mentioned in the race’s description.

Height and Weight

Player characters, regardless of race, typically fall into the same ranges of height and weight that humans have in our world. If you’d like to determine your character’s height or weight randomly, consult the Random Height and Weight table in the Player’s Handbook, and choose the row in the table that best represents the build you imagine for your character.

Tim'Brr Traits

As a tim'brr, you have the following racial traits.

Creature Type

You are both a Beast and a Humanoid.

Size

You are Small.

Speed

Your walking speed is 20 feet, and your swimming speed is 40 feet.

Hold Breath

You can hold your breath for up to 15 minutes at a time. You can also refresh your lungs in a single breath.

Iron Jaws

You have massive, iron-rich incisors that give you a bite that you can use to make unarmed strikes. When you hit with it, the strike deals 1d6 + your Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike.

Lodge Builder

You have advantage on Wisdom (Survival) checks to construct both impromptu and lasting shelters, as well as checks to repair or demolish wooden structures.

Natural Engineers

You have proficiency in both carpenter's tools and woodcarver's tools. As long as your front teeth are present, you are always considered to have these tools on your person. Additionally, your melee attacks deal double damage to objects and structures made of wood, as well as plant creatures.

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